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报告翻译问题






still, thank you Mlie, for all your titanic work
I turned on the bug menu and it gave me the following:
[WaSkeleton]: WaSkeleton: cleared the valid corpses-list.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Skeleton.Skeleton:LogMessage (string,bool)
Skeleton.Skeleton:ScanMapsForCorpses ()
Skeleton.Patch_MapPostTick:Postfix (Verse.Map&)
(wrapper dynamic-method) Verse.Map:Verse.Map.MapPostTick_Patch2 (Verse.Map)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
How to resurrect them?
Added resurrect only at eclipse , made an eclipse with my pscycaster
"Ressurected enemies spawn hostile" 's description: "If the ressurected pawn is an enemy of the player, it will attack instead or just leaving the map"
-The "instead or" part, i presume, means "instead of".
-It says "Ressurected", but the proper word is "Resurrected"
Thank you, Mile, for reviving this and so many other mods, you are a saint!
(although i my case i specifically added it to be able to encounter any types of characters or animals etc in different factions, mostly so that i could defend against an Elf raider for example, and then capture it to join me, without actually having to go to war with the Elf faction to do so) :)
Skeleton-pawns cannot be revived again.
Also if I have explosions on death turned off is it possible to resurrect the skeletons by entombing them again? Trying to figure out how to exploit skeletons for my colony. Thanks for keeping these old gems updated.